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water-effect-AR.html
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water-effect-AR.html
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<!DOCTYPE html>
<head>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<title>Hello, world!</title>
<!-- include three.js library -->
<script src='js/three.js'></script>
<!-- include jsartookit -->
<script src="jsartoolkit5/artoolkit.min.js"></script>
<script src="jsartoolkit5/artoolkit.api.js"></script>
<!-- include threex.artoolkit -->
<script src="threex/threex-artoolkitsource.js"></script>
<script src="threex/threex-artoolkitcontext.js"></script>
<script src="threex/threex-arbasecontrols.js"></script>
<script src="threex/threex-armarkercontrols.js"></script>
</head>
<body style='margin : 0px; overflow: hidden; font-family: Monospace;'>
<!--
Example created by Lee Stemkoski: https://github.com/stemkoski
Based on the AR.js library and examples created by Jerome Etienne: https://github.com/jeromeetienne/AR.js/
-->
<!-- ---------------- Custom Shader Code ------------------------ -->
<script id="vertexShader" type="x-shader/x-vertex">
uniform float time;
varying vec2 textureUV;
uniform sampler2D baseTexture;
void main()
{
textureUV = uv;
vec2 repeatUV = textureUV * vec2(4.0, 1.0);
float sideDisplacement = 0.0;
// side displacement only applied near edge of texture
if (repeatUV.y < 0.15)
{
float angle = atan(position.y, position.x);
float s1 = sin(8.3 * angle);
float s2 = sin(7.1 * angle);
sideDisplacement = 0.08 * s1 * s1 * abs(sin(0.65*time)) + 0.09 * s2 * s2 * abs(sin(0.74*time));
}
vec3 newPosition = position + normal * sideDisplacement;
gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-vertex">
uniform float time;
uniform sampler2D baseTexture;
varying vec2 textureUV;
void main()
{
vec2 repeatUV = textureUV * vec2(4.0, 1.0);
// displacement creates scrolling effect on texture
vec2 displaceUV = repeatUV + vec2(0.0, time/20.0);
float alpha = 1.0;
// transparency only applied near edge of texture
if (repeatUV.y < 0.315)
alpha = 1.0/0.315 * repeatUV.y;
vec4 tintColor = texture2D( baseTexture, displaceUV ) * vec4( 1.0, 1.0, 1.0, alpha );
gl_FragColor = tintColor;
}
</script>
<!-- ----------------------------------------------------------- -->
<script>
var scene, camera, renderer, clock, deltaTime, totalTime;
var arToolkitSource, arToolkitContext;
var markerRoot1;
var material1, mesh1;
initialize();
animate();
function initialize()
{
scene = new THREE.Scene();
camera = new THREE.Camera();
scene.add( camera );
let ambientLight = new THREE.AmbientLight( 0xcccccc, 1.00 );
scene.add( ambientLight );
renderer = new THREE.WebGLRenderer({
antialias : true,
alpha: true
});
renderer.setClearColor(new THREE.Color('lightgrey'), 0)
renderer.setSize( 640, 480 );
renderer.domElement.style.position = 'absolute'
renderer.domElement.style.top = '0px'
renderer.domElement.style.left = '0px'
document.body.appendChild( renderer.domElement );
clock = new THREE.Clock();
deltaTime = 0;
totalTime = 0;
////////////////////////////////////////////////////////////
// setup arToolkitSource
////////////////////////////////////////////////////////////
arToolkitSource = new THREEx.ArToolkitSource({
sourceType : 'webcam',
});
function onResize()
{
arToolkitSource.onResize()
arToolkitSource.copySizeTo(renderer.domElement)
if ( arToolkitContext.arController !== null )
{
arToolkitSource.copySizeTo(arToolkitContext.arController.canvas)
}
}
arToolkitSource.init(function onReady(){
onResize()
});
// handle resize event
window.addEventListener('resize', function(){
onResize()
});
////////////////////////////////////////////////////////////
// setup arToolkitContext
////////////////////////////////////////////////////////////
// create atToolkitContext
arToolkitContext = new THREEx.ArToolkitContext({
cameraParametersUrl: 'data/camera_para.dat',
detectionMode: 'mono'
});
// copy projection matrix to camera when initialization complete
arToolkitContext.init( function onCompleted(){
camera.projectionMatrix.copy( arToolkitContext.getProjectionMatrix() );
});
////////////////////////////////////////////////////////////
// setup markerRoots
////////////////////////////////////////////////////////////
// build markerControls
markerRoot1 = new THREE.Group();
markerRoot1.name = 'marker1';
scene.add(markerRoot1);
let markerControls1 = new THREEx.ArMarkerControls(arToolkitContext, markerRoot1, {
type : 'pattern',
patternUrl : "data/hiro.patt",
})
let loader = new THREE.TextureLoader();
// water
let geometry1 = new THREE.TorusGeometry(1,1, 64, 256); // radius, tube radius
let texture1 = loader.load( 'images/water-2.jpg' );
// let texture = loader.load( 'images/color-grid.png' );
texture1.wrapS = THREE.RepeatWrapping;
texture1.wrapT = THREE.RepeatWrapping;
texture1.repeat.set(8,2);
// shader-based material
material1 = new THREE.ShaderMaterial({
uniforms: {
time: { value: 1.0 },
baseTexture: { value: texture1 },
},
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
transparent: true,
});
mesh1 = new THREE.Mesh( geometry1, material1 );
mesh1.rotation.x = -Math.PI/2;
mesh1.scale.z = 0.10;
markerRoot1.add( mesh1 );
// the inside of the hole
let geometry2 = new THREE.CylinderGeometry(1,1, 4, 32,1);
let texture2 = loader.load( 'images/tiles.jpg', render );
texture2.wrapS = THREE.RepeatWrapping;
texture2.wrapT = THREE.RepeatWrapping;
texture2.repeat.set(4,2);
let material2 = new THREE.MeshBasicMaterial({
transparent : true,
map: texture2,
side: THREE.BackSide
});
mesh2 = new THREE.Mesh( geometry2, material2 );
mesh2.position.y = -2;
markerRoot1.add( mesh2 );
// the invisibility cloak (ring; has circular hole)
let geometry0 = new THREE.RingGeometry(1,9, 32);
let material0 = new THREE.MeshBasicMaterial({
// map: loader.load( 'images/color-grid.png' ), // for testing placement
colorWrite: false
});
let mesh0 = new THREE.Mesh( geometry0, material0 );
mesh0.rotation.x = -Math.PI/2;
markerRoot1.add(mesh0);
}
function update()
{
material1.uniforms.time.value += deltaTime;
// update artoolkit on every frame
if ( arToolkitSource.ready !== false )
arToolkitContext.update( arToolkitSource.domElement );
}
function render()
{
renderer.render( scene, camera );
}
function animate()
{
requestAnimationFrame(animate);
deltaTime = clock.getDelta();
totalTime += deltaTime;
update();
render();
}
</script>
</body>
</html>